What is your last passed game? v. 8
Spellbound! Genre - Schmap (Shoot'em up)fantom34
At what price are 2 parts-daelsi? The parts are long in time, how many hours are the passage?
HitchHiker - A Mystery Game is not even a walking simulator, it is a "life conversation simulator", but the game is interesting, bright, though not without a "clumsy" narrative.
zorogan888 I took
both 700 rubles, but in my opinion it's worth it. The passage, depending on the search for secrets, the complexity of the game and the performance of achievements, will take from 2 to 5 hours.
D2 to Dreamcast.
No less well-known is the unknown game as D. The plot is not connected with the original, only the main character is the same. The development history is complex and because of this, most likely, this game is what it is. 4 years is a natural long-term construction for the 90s.
The gameplay follows in the footsteps of the first part - in the premises you can only move along the specified routes, as in some quest, but now everything is in real time and you can look around, reminds Shenmue. In addition, dozens of cutscenes are shoved in the face for any reason - want to watch Laura pick up a box of cartridges for the sixth time? But you have to. And these scenes are not hackneyed, so much effort has been invested in such senseless garbage. Now even a couple of unnecessary animations for AAA games are too lazy to do, all through conditional clenched fists with an alleged subject and dialogues. Outside, there are open locations, running around, vehicles and jRPG-shny random battles with combat in the style of arcade machines (nothing serious, however). Ultimately, D2 feels like a full-fledged game, not some kind of experiment. The snowmobile is controlled, by the way, like a torpedo, and this is if there are triggers on the DC. Graphics bomb, while on PS1 they ran in Silent Hill with its open foggy locations and Parasite Eve II with backgrounds, the Japanese on DC were playing a full-fledged next-gen project five years ahead of its time. After the first disc, gameplay is crammed into this animated film less and less. You just sit and for ten minutes listen to a poorly recorded translation that does not fall into the movements of the lips. The plot seems interesting, but quickly turns into a mess. At first, there is a noble body horror in the style of Parasite Eve, then grotesque bosses in the style of Silent Hill appear (a woman playing a violin in a mask with huge chicken legs from under her skirt and wings, whatever you like) and all sorts of rotten drama about unfortunate children. Everything together reminds of Fahrenheit - they mixed a bunch of everything, but forgot about the storyline. We started about cultists and an alien invasion, and ended up with clones and reflections on ecology. There is simply everything - cloning, drugs, space, biopunk, prophetic dreams, impostors, a priest, transfer of consciousness to a computer, prophecy, Gaia, teleportation, time travel. Plus there is a rather big wikia inside where the author shares his knowledge gleaned from Encarta. Needless to say that all the characters behave absolutely inappropriately? They shoot for no reason, leave it is not clear where, appear out of nowhere, die idiotically. The entire third disc is just rolling back and forth along one route from stage to stage, forgetting that there is a game in this film. The game seems to have been assembled from several different ones - the storylines are cut off; there is a map in the final laboratory, but there is only one boss and one room in the gameplay; locations on the map are poked around as if by accident;
The game seems to have a second bottom, but they forgot to sew the bottom. Maybe I didn't understand something, it's hard to get involved in this mess. However, the game is worth playing at least for the sake of the final composition "Counting the Roses", and a peculiar atmosphere, as in D, is present. Purely author's project.
In the Japanese version, there was also a secret video that opens when there is a save from the demo version, but it was removed from the American version.
In an alternative universe, D2 marked the beginning of a series similar to Metal Gear Solid (strange parallels come to mind - both games are strictly author's, focused on cutscenes and schizophasia, the peaks of their consoles, saturated with ideas of their time), the games of which were released until the death of Kenji Eno. But not in ours.
Spoiler
Dark Souls Remastered. I liked it, even if some moments took more time than they could. The first playthrough, missed something, pumped something in vain, to the character - a pot in Havel's armor, pyromancy of the maximum level was unnecessary, as it turned out, but a little intelligence before the spell of light turned out to be very much in the subject. The Black Knight's Halberd turned out to be almost the perfect weapon, and waved to her throughout the game. Of the bosses, it was not even Calamite that caused the most problems, but this idiotic tree, the Bed of Chaos. I'm bad with the platformers, then I didn't fly, then I was swept away by a branch into the abyss. The developer's love for mobs with knockback attacks on narrow paths is surprising, hatred is the location of the Crystal Grotto. Well, there are simply no censorship words to describe all the fun of walking along narrow invisible paths over an abyss.
The cutest creation of the game designers is Priscilla. It is a pity that there is no button "grab the tail" :) I didn't touch it, I came, checked in and left, the game is full of aggressive thugs for farming souls.
In general, the product is of high quality, with high replayability, good location design, with some exceptions, I will definitely return to it. And now the second part is in turn, and judging by what I managed to see when I got to the Forgotten Fortress, everything is much worse. Played like the second Dragon Age after DAO :(
requiemmm
For the first time, huh?;) The deuce after the first goes sluggishly, the fact is an outsider in the series, the left engine, another development team, all the cases. But if you liked ds1, then the whole buzz will trample in three rubles and bladyche, and plus a poleaxe for a snack ... You can't tear off your ears)
D2 Shock on Dreamcast.
The D2 demo bundled with the DC version of Real Sound: Kaze no Regret, another Warp game released six months before D2.
Contains a slightly different opening, the first cutscene, the first boss fight, arcade snowmobile rides, six soundtrack files and a save that opens the secret video in the release version of D2.
The interface is slightly different, the level with snowmobiles is completely new, there is also the physics of driving on ice, which is not in the full game. The original Japanese voice acting also does not fall into the lips. An interesting demo.
Submaster
Have you got Liberty Prime stuck on the bridge? When I played, it was a long time ago, for me it stopped on the bridge and did not go further, I had to reload the saved game several times from the place where the robot was unloaded.
fantom34
As far as I remember there was some problem in that task, but I don't remember exactly with the prime or not. It seems like I had a flight once at the end of the mission and then I had to replay it, but I don’t remember something like that to get it stuck somewhere on the bridge.
Real Sound: Kaze No Regret on Dreamcast.
A game for the blind, released exclusively in Japan in 1997. In March 1999, a Dreamcast version was released containing a visual mode. The passage of this game turned out to be much easier than I thought, since many factors coincided. In 2013, the screenwriter posted the script for this game, and in 2020 it was translated into literary English. I know the Japanese syllabic alphabet - enough to navigate the menu, although you can also use a Google translator with a camera. I perceive Japanese a little by ear, so I found my bearings in the script easily.
Gameplay - audiobook with forks. There are definitely at least two endings. TV is not required for passing, the manual says so. The visual mode is a joke. In fact, this is a screensaver - what is happening on the screen is not related to the plot. It's just as ingenious as it is gross. Photos not related to the plot only distance the player. Although they in some way set the atmosphere of the summer in which the plot takes place. But still. In my ears - a ride in a stuffy train, and on the screen hills, waves, sky. This breaks the canvas. There are, however, five modes besides photographs - they are completely neutral.
The plot is interesting - rather informal, saturated with nostalgia for childhood, the story of an aged love. It takes 3-4 hours.
In addition to the visual mod, there are also new features. I went nuts when I saw on the cover what accessories this game is compatible with. Modem, VMU, Jump Pack, VGA. It would seem a modem? In an audio game? The VMU displays pictures related to the plot - another mockery in the style of Eno, on the TV screen - garbage, on the VMU screen - not garbage. There is a VMU game in the options, but it requires two VMUs, so I did not try it. Jump Pack vibrates at certain points, that's understandable. The walkthrough will unlock the internet browser (and "autoplay"), this is a twist. Browsers were embedded in some Japanese games at the time, but Kaze no Regret is the last game to expect.
Not a must-have, of course, but an interesting experience.
Kenji Eno planned to release two more audio games, but something did not work out. Part of the plot of the second game was incorporated into D2.
Passed Threads of Fate (ePSXe) not long ago. The toy is not entirely new, but when you start playing it doesn't matter, the game looks great even now. Great game, including graphics, plot, music, gameplay. The game contains two different, but complementary storylines. Passed EVERYTHING! Of the shortcomings, one can single out only (but this applies only to the Russian version) 1) the translation of the curve (there are untranslated places), 2) there are crashes, it is treated by changing the disk with a different version of the translation at the problematic place (the bug was noticed in only one place: the boss dragon, Mint plot).
* In summary: good games don't age - that's a fact *
Exit From is a good "survivor" in the Soviet "Khrushchev". There is no plot as such, you need to go down from the 9th floor to the first and exit the entrance. Everything is complicated by the fact that it is necessary to look for keys (there are many on each floor) and constantly pursues some drunk with a bottle in his hand.
Dark Souls 2. First, the good news, enemies have become a little less likely to fall into the abyss without the participation of the player. There are more weapons, the whip seems to have stopped clinging to the walls, the graphics have improved and some locations are very beautiful. The thresholds for levels have decreased, you can get the 200th level without any problems at all, which allows you to collect multi-class builds. The mechanics of dispersing bonfires with coal allows you to get some things a little earlier, a little more resources, and thus simplify some battles a little. Very little, because it is extremely difficult to raise hitpoints above two thousand, and weapon damage stops growing already in the middle of the game. And if you overdo it with coal, you can simply start catching one-shots from trash, so you need to be careful here. A coffin that changes the character's sex is a funny and useful little thing, a man in a black witch's dress looks, ahem, peculiar. Pyromancy was greatly uplifted, primarily in terms of range, now you can comfortably play as a fire magician, although the extraction of top spells is still fun, you get crazy about collecting a cry, and running on lava is below average pleasure. Apnuli poison, now poisoned arrows, knives, spells and weapons have the right to life, and not 3 damage per second for 3 minutes, but during this time the poisoned enemy will have time to tear you into rags a hundred times.
And now about the bad. The already not the most responsive control received a visible lag, about half a second. In a game where a number of boss attacks also have this lag, this is enough to set fire to the stern, and more than once. And not even Alonne, but any trash, like Aldia or the demon of Smelter 1 and 2. Visually, you rolled over - in fact, you caught either one-shot, or almost. The parry window became narrower, and with a half-second lag ... personally, I only succeeded a few times, after which I scored on it. Yes, there is a stat "mobility", but I drove it into a hundred square meters, no sense.
Then, the vast majority of opponents are humans and anthropoids. Knights, poisonous knights, faded knights, burning knights, two large dragons, a rat, a spider, a dog and Professor Dowell's head. I liked the aforementioned Alonne, mainly due to his very beautiful arena, and the dragon from DLS, the fight was at least spectacular. I didn't like the approach to balance in the spirit of "but let's draw it 100,500 hp and huge cuts to magic." If there is magic in the game, drawing almost all bosses to it is almost immune and forcing the characters-magicians to be extinguished with them on swords is fucking insanity.
I didn't like the design of the DLS locations, well, maybe Eleum Lois will do, but the other two are "stupid shit, stupid shit" (c) I sincerely hope that the one who came up with a pair of magic priest with aoe heal, will fully enjoy the embodiment of all the wishes of the players in his address.
I did not like the ridiculous durability of the weapon, forcing me to carry tons of powder and several instances of sharpened to +10 weapons. The crowds of kamikaze in the dragon's nest were especially enraged, simply breaking absolutely all gear in two, maximum three explosions. An explosion, the character is knocked down, an explosion, knocked down, they do not give up at all, you are naked, the repair costs 30k souls. I don't care what the griefers wanted there, but I think that a sword that breaks to zero after five enemies and a location filled with acid jugs is a severe form of mental retardation in a game designer.
I checked in, passed, I do not plan to return, I can not recommend it to anyone, because the propeller is 5/10.
Impressions
Horror from the Bloober Team studio, inspired by the Silent Hill series.
Post-socialist Poland of the 1990s. In the role of Marianne, a girl-medium who can see the "other world", the player goes to the abandoned Niva holiday home to meet a certain Thomas, who is aware of the heroine's abilities and promises to tell her everything upon meeting.
Polish studio Bloober Team has a dual reputation, on the one hand it is responsible for atmospheric horror Layers of Fear and high-quality dark cyberpunk> observer_, and on the other hand, it has rather mediocre Layers of Fear 2 and Blair Witch in its portfolio. So I had well-founded concerns about the quality of The Medium. Including the tangent to the main "chip" of the game - the simultaneous presence of Marianne, both in the ordinary world and in the other world (with a split screen in half). Fortunately, the result turned out to be good, and although the project lacks bolder horror techniques and a variety of monsters (in fact, the main monster from which the heroine will run and hide is only one), it still turned out to be a pretty atmospheric game. Local locations, like a forest or the same rest house, immerse the player in the right atmosphere from the first minutes. Moreover, The split-screen feature for two variations of the game world turned out to be successful. It's a pity there are no battles in the game in the spirit of the same Silent Hill'a (especially considering the "split screen"). By the way, not only the setting and the "alternative version of the world" remind about Silent Hill, but also the fixed view of the camera.
Also in The Medium there is a good soundtrack (in which the iconic Akira Yamaoka took part) and riddles organically woven into the game world. But the plot could be more interesting. The story about the "dead girl" and the otherworldly "demon" living in an abandoned boarding house will hardly surprise anyone.
What is the bottom line? The Medium is definitely a project for a solid "seven", a kind of Silent Hill-lite, which will appeal to everyone who is nostalgic for the cult survival horror series.
7/10